Cleric
Base Class: Cleric

Some clerics devote themselves to the pursuit of holy light, or the veneration of nature, or the protection of the balance of life and death. Others are less traditional. For those pantheons that have gods dedicated to music, the arts, dance, or generally being fresh, one can sometimes find a cleric of the Divine Domain of Funk.

Funk Clerics are often cool, smooth, able to act as both a chill influence and the life of the party. Devotion to the domain requires learning some musical skill.

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency in one weapon and one musical instrument of your choice.

Channel Divinity: Righteous Beat

Starting at 2nd level, you can use your Channel Divinity to call forth a divine beat to inspire an ally.

As an action, you play a funky song, choosing one creature other than yourself within 60 feet that can hear you. That creature gains one Rhythm Boost die, a d8.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Rhythm Boost die, but must decide before the DM says whether the roll succeeds or fails. Once the Rhythm Boost die is rolled, it is lost. A creature can have only one Rhythm Boost die at a time.

Channel Divinity: Can't Stop Won't Stop

Starting at 6th level, you can use your Channel Divinity to call upon the soul of music to keep you going.

As an reaction, if you are knocked Unconscious by taking damage, you may use your Channel Divinity to automatically pass one death save. You may not use this feature again after that until you have become conscious again.

The Party Never Stops

At 8th level, your attunement with the funk is such that you can enjoy the effects of various recreational substances without suffering any impairment. You may consume alcohol and other mid-altering substances without suffering any disadvantage, penalty to ability checks or attack rolls, or any status effect granted besides Poisoned. When you reach 14th level, you become completely immune to being Poisoned.

Soul of Rhythm

At 17th level, you can inspire up to eight creatures, instead of one, when you use Righteous Beat. Each creature receives a d8 Rhythm Boost die.

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